[MOD] Modular United Mods

have you added the Maya and Inuit civs as well?
Nope. I've included just Russia in this upgrade.

It's much more preferable to have to run all the civs individually- having the new civs compiled into one mod is much, much more useful.
Eheh... This is the reason cause I've done this mod.
 
Really a superb mod. Like Liambane, I'd love to see the Maya and numerous other civilizations added (10-15 minute load time expected LOL). I also think adding more resouces like copal (used both as incense and like amber to make jewellery), wood creosote (used historically in medicine, insecticides, and shipbuilding), hemp (historically used for ropes and sail-cloth), indigo (dye), tea, coffee, cocoa and gold added as resources would rock if it wouldn't make the economy so hairy it becomes unmanageable.

If you add gold, could you make the AI handle it in a more sane manner? The implimented versions I have seen will invariably make a starter colony go into starvation rather than work on building necessities.
 
Superb Mod! It really breathes life into the game as well as making it more challenging when starting off with all the new colonial powers at once. I always play on huge/marathon (I like the long game!) and I always felt that the huge map felt a bit empty with just 4 colonial powers. This mod changes that and makes it feel as if I have to get claiming land as soon as possible before the others do!

The only feedback I would give is that more native civilizations might be good. Other than that, as I said, a superb mod!

Thank you so much for making this :)
 
Great initiative!

Would it be possible to merge this with the Age of Discovery II mod? I would love to take use of the great work on Denmark in the settings of AoDII. Is this easiely done?
 
Great initiative!

Would it be possible to merge this with the Age of Discovery II mod? I would love to take use of the great work on Denmark in the settings of AoDII. Is this easiely done?

I'm in the process of merging this with my own (so far unreleased) New Northumbria Mod. At the moment I've managed to get Portugal integrated but still need to do the others (the file structure is different from mine so I need to copy and paste loads of stuff into all the XML files to co-ordinate them). I've got the Europe screen mod and extra victory conditions mod into my own as well as using some of Ekmek's excellent leader heads with my own custom backgrounds.

So based on my own experience, merging the mods should be straightforward, just a bit time consuming because of the different way people structure the files within their mods.

I'll get my own mod out there once I sort the issues I've been having and hopefully that might give some clues as to how this might be done.

Of course, I'm quite new to modding so I might have it all wrong!! ;)
 
:confused::confused::confused:

Excuse me... But... Are you sure you know how to load this mod?
That's very strange! Never heard a story like that...
I downloaded and installed the mod right now and it works perfectly.

However, that bug can't be my mod fault because is not programmed for do that things. It's just an add-on and nothing about saved maps.

Be sure to put the mod Unzipped in "Colonization\Mods"
The adavaced setting, load a mod and chose United Mods...
Check COLONIZOPEDIA entries to see if it works...

I don't really know what can it be... It's very strange!!!
Thx for feedback. Keep me informed...

I'm sorry, Liam, but when I use Windows Explorer to open the sub-directory tree inside the basic, un-patched installation of Colonization (2008), I can't find a "Mods" directory, at least not directly below the Colonization root. The closest thing is a "Public Maps" folder.

When I first visited the Civilization Fanatics site, the Colonization downloads pages, clicking on a file name opened a page that included instructions for installing each file. So in addition to downloading files, I saved a copy of each description page. Yet now none of the pages, either on my PC or on the site, include installation instructions. What happened? :(
 
Please accept my apologies, as you've probably been asked "Where is 'Colonization\Mods'?" before, but all I can afford on disability is 28K dial-up, and it's going to take a while to wade through the forum pages to see if I can find installation instructions for United Mods 1.3.

Mr. L
 
Impossible to download...

I'd like to test this mod, sounds like a good job. But... the place where you put it doesn't work properly. It says "wait for 5 minutes", but time never comes down to zero, it's always at 5 min. I have no intention of becoming a paying subscriber....

I hope you can upload it somewhere else.

Ciao,
Civ4ludo

I just downloaded United Mods last night, over my 28K dial-up. I thought about using the first server on Atomic Gamer's list of four servers for the file, but I chose the second one, in case too many people clicked on the first one. I didn't time my wait, but I'm guessing it was very close to the advertised "4 minutes." wasn't worried about that wait, as I knew the download would take a very long time (about 5 hours, when it was done).

I hope trying one of the other three download servers works for you.

Mr. L
 
I'd prefer the Viking audio files for Swedish unit speech. The Vikings speak contemporary Norwegian, which is as close to Swedish as you get in Civ 4.

I wish I knew how to quote the signature block you used. I think you said having a "Viking" civilization, led by Ragnar Lobroc (spelling?) would be the same as replacing the "English" with the "Yeomen," led by Robin Hood, or replacing the "Americans" with the "Cowboys," led by Zoro.

I did not know that "viking" is Norse for "pirate," and that the civilization would be more properly called Norse. I did know that Norse moving up the rivers of what is now Russia managed to gain leadership of Russia, so the Norse would be a good choice for a player, as they weren't threatened except perhaps by Sweden, and certainly Nazi-led Germany.

Anyway, thanks for a couple of laughs out loud, and some education.

Mr. L :)
 
Here is a modified Ozzy's Americas map for use with Modular United Mods v1.2.

Usage:
1) Download the attached zip-file of the map
2) Unzip the contents into a folder named "PublicMaps" located inside the directory of the Mod (the mod directory should be named "Modular United Mods 1.2" and be located in the "Mods" directory). If you have no "PublicMaps" folder inside the Mod directory, create one, and unzip the contents there.

I tried creating a "Mods" folder, directly below the "Colonization" folder of the base game installation. Then I unzipped Modular United Mods 1.3 and extracted the whole thing to ... FiraxisGames\Colonization\Mods.

Launching the base game, I entered Advanced\Load a Mod, found United Mods 1.3 visible, chose it, and clicked "OK." At first it seemed all was going well, but then I got a string of 56 "XML Error" messages, all of which were associated with various leaderheadinfo files. Here is the complete text of the first message:

"There are more siblings than memory allocated for them in CVXLLoadUtility::SetVariableListTagPair. Current XML is: modules\custom civilizations\swedish\rising_civrleaderheadinfos.xml."

I have 1 GB of RAM, which runs Civ IV and Civ IV - Colonization without any problems.

3) Start the game, load the mod, and then select Single Player - Play a Scenario, and choose Ozzy's Americas on the Select a Map screen, where it should now appear, and press Ok.

I'd love to get this far. I have fond memories of the 1994 version of Colonization. I played the French, because I wanted to treat the native Americans fairly. We flowed like water in between their settlements, and by the time we declared independence, we had fortress cities from pole to pole, "from sea to shining sea," and had rescued the Inca from the Spanish (kicking them out of the New World). Now I get to try it without slavery, if I understand the constitution options, correctly.

I hope you enjoy the results! :goodjob:

/ Peter Masterman :cool:

I look forward to it, :) if I ever get it working. :blush:

Mr. L
 
Seeing as I now play almost exclusively with this mod (go go Russian colonies!), figured this is as good of a place as any to get a couple chunks of advice.

1. I started a seperate thread regarding this, but this thread may be a better spot. I'd LOVE to be able to edit the names of the Russian leaders, as right now they're the only two colonial leaders to NOT have their full names, and it sorta bugs me. A minor thing, but I'd love to be able to fix it.

2. Again, regarding Russia... do they ALWAYS start in the southern most reaches of the world? Because it sure feels that way (and I THINK I've heard all Civs have a sorta "set" start location... which is lame...). Is there any way to change this? Russians belong up north, damnit (or even on the opposite coast? Is that even possible?). Again, isn't a HUGE deal, and honestly I'd be happiest if the game could've been more "random" with start locations in general.


If anyone can talk to me in very, very simple terms of how to accomplish either or both of these, I'd be very grateful. Can't say I'd give you an actual, tangeable reward, but you can't put a price on a nice "thank you", now can you?
 
I am making a new scenario, including a little bit of E asia and W Africa, & I think adding some more victory options, might be a good idea
 
As did Bavaria, but since they bought a colony which they never actually administered themselves, I guess they do not merit a separate Civ... :D

Jokes aside, for a serious Colonization game, the four Civs in the original plus Portugal, Denmark and Sweden, plus perhaps Scotland, should be the full list. Fantasy, "what-if", scenarios could have any number of realistic and non-realistic colony powers, of course, but anything remotely historical should not have Chinese, Russian or *shiver* Israeli colonies. But the beauty of the modular Civs is that each player can make those choices himself (or herself, by all means). So if you think that China would make a valid addition to the core Colonization game, go ahead and add them in. Myself, I'll stick to those nations which had at least some success with American colonies historically.

The Russians owned Alaska :rolleyes: ; China didn't own any colonies, but they did emigrate to the west coast :D . The only one that I ABSOLUTELY agree with you on is Israel :goodjob: .

P.S. If someone already responded as of so, I'm going to be extremely mad! :mad:
 
Just returning to the game after a few years break to see that a new version (1.3) has been made, which now includes the Russians! They apparently even start at a reasonably correct starting position meaning I don't have to do any more of that work myself, nice. Now, this is the way I want to play Colonization. This post is just a heads-ups to Liambane for having taken the time to round off this project with a nice finish. Great work! :hatsoff:

Sure, there are more things that could be made, but this might do for now. However, in case of future updates, are there any new requests for this mod? What should be added? More civs? More resources? Map corrections? Anything else? Add in your comments, but I can't promise to make any additions due to the usual heavy workload, although I might check back on this within a few years again, heh, to make some fixes if needed and possible, particularly with regard to the map.

Now, time to rule the New World! :king:

/ Peter Masterman :cool:
 
Hi,
I'm trying to download the mod but looks like Atomic Game is no more active. Could you place it another site or send it to me, please?
Thanks in advance...
 
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